Feedback:User/Raine Valen/Skill suggestions/Ranger/Wilderness Survival

From Guild Wars Wiki
Jump to: navigation, search

Contents

Barbed Arrows Barbed Arrows[edit]

Current:[edit]

10 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds). You have -40 armor while activating this skill.

Proposed:[edit]

10 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds).


Removed pointless drawback.


Barbed Trap Barbed Trap[edit]

Current:[edit]

15 Energy2 Activation time20 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 7...20...23 piercing damage. Inflicts Crippled and Bleeding conditions (3...21...25 seconds). Easily interrupted.

Proposed:[edit]

10 Energy2 Activation time8 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 5...13...15 piercing damage. Inflicts Crippled and Bleeding conditions (3...21...25 seconds). Easily interrupted.


Reasonable buff; its other drawbacks (energy cost and interruptability) don't necessitate a debilitating recharge time.


Brambles Brambles[edit]

Current:[edit]

10 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Knocked-down creatures take 5 damage and begin Bleeding (5...17...20 seconds). Does not affect spirits.

Proposed:[edit]

10 Energy5 Activation time20 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Knocked-down creatures take 5...13...15 damage and suffer from Bleeding (5...17...20 seconds), Crippled (2...7...8 seconds), or Poisoned (3...13...15 seconds). Does not affect spirits.


Major overall buff. Considering the staggering 3 characters capable of knockdown in most team builds, this shouldn't become a huge problem, but it should create much more noticeable pressure than it did previously.


Burning Arrow Burning Arrow[edit]

Current:[edit]

Proposed:[edit]

10 Energy3 Recharge time Elite Bow Attack. Deals 5...41...50 fire damage and inflicts Burning condition (3...6...7 seconds) to adjacent foes.


Moved to Wilderness Survival and gave it a minor rework, while keeping it thematically similar. Damage is still big; rangers just can't run 15 marksmanship and blow stuff up with it anymore.


Choking Gas Choking Gas[edit]

Current:[edit]

15 Energy2 Activation time24 Recharge time Preparation. (1...10...12 seconds.) +1...7...8 damage. Spreads Choking Gas to foes adjacent to target. Choking Gas interrupts spells.

Proposed:[edit]

25 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) +1...4...5 damage. Your attacks spread Choking Gas to up to 0...2...3 foe[s] adjacent to target on impact. Choking Gas interrupts spells.


Decreased recharge. Increased energy cost. Removed bow-only clause. Limited interrupts. Shouldn't really be viable for non-rangers.


Conflagration Conflagration[edit]

Current:[edit]

5 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). All arrows deal fire damage for creatures in range. Does not affect spirits.

Proposed:[edit]

25 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Whenever a burning creature in range is struck for fire damage from a non-spirit source, that creature takes 3...9...10 fire damage and begins burning (1...2...2 seconds). Does not affect spirits.


Simply explosive.


Dryder's Defenses Dryder's Defenses[edit]

Current:[edit]

5 Energy60 Recharge time Stance. (5...10...11 seconds.) You have 75% chance to block and +34...55...60 armor against elemental damage.

Proposed:[edit]

5 Energy8 Recharge time Stance. (1...3...3 seconds.) You move 25% faster and have 50% chance to block attacks. Whenever you are attacked in melee while moving, your attacker is crippled (1...3...4 seconds).


Made usable.


Dust Trap Dust Trap[edit]

Current:[edit]

25 Energy2 Activation time30 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 10...22...25 earth damage every second (5 seconds.) Inflicts Blindness condition (3...7...8 seconds) every second (5 seconds). Easily interrupted.

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 5...13...15 earth damage. Inflicts Blindness condition (2...5...6 seconds) every second (3 seconds). Easily interrupted.


More usable in normal circumstances.


Equinox Equinox[edit]

Current:[edit]

10 Energy3 Activation time15 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.

Proposed:[edit]

10 Energy3 Activation time20 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Effects on creatures within range expire after 20...7...4 seconds.


Better fits its name and has a useful functionality.


Famine Famine[edit]

Current:[edit]

10 Energy3 Activation time15 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Deals 10...30...35 damage to creatures in range that reach 0 energy. Does not affect spirits.

Proposed:[edit]

10 Energy3 Activation time20 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Causes -1 Energy degeneration for creatures in range. Whenever a creature in range uses a skill, that creature steals 1 energy from every nearby creature with more Energy than them. Whenever a creature in range drops to 0 Energy, that foe takes 10...50...60 damage. Does not affect spirits.


Edge of Energy Extinction.


Flame Trap Flame Trap[edit]

Current:[edit]

10 Energy2 Activation time20 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 fire damage every second (3 seconds). Inflicts Burning condition (1...3...3 seconds). Easily interrupted.

Proposed:[edit]

5 Energy2 Activation time12 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 15...51...60 fire damage. Inflicts Burning condition (2...4...5 seconds). Easily interrupted.


More kaboom.


Frozen Soil Frozen Soil[edit]

Current:[edit]

10 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit. (30...78...90 second lifespan). Creatures in range cannot activate resurrection skills. Does not affect spirits.

Proposed:[edit]

10 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit. (30...78...90 second lifespan). Creatures in range take 10...54...65% longer to activate resurrection skills. Does not affect spirits.


Faster-paced combat means that this skill can't exist.


Greater Conflagration Greater Conflagration[edit]

Current:[edit]

5 Energy3 Activation time15 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.

Proposed:[edit]

25 Energy3 Activation time30 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Whenever a burning creature in range is struck for fire damage from a non-spirit source, that creature and all nearby creatures take 5...17...20 fire damage and begin burning (1...3...3 seconds). Does not affect spirits.


Explodes EVERYTHING.


Healing Spring Healing Spring[edit]

Current:[edit]

10 Energy2 Activation time20 Recharge time Trap. (10 seconds.) Affects adjacent allies. Heals for 15...51...60 every 2 seconds. Easily interrupted.

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Trap. (20 seconds.) Affects allies in the area. Allies have +3...9...10 Health Regeneration and gain 5...9...10 Health each second. Easily interrupted.


Straight-up buff. Epic split healing; as a compromise, no longer stacks with typical split healing like Troll, SoR, or Healing Breeze.


Ignite Arrows Ignite Arrows[edit]

Current:[edit]

10 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Your arrows and deal 3...15...18 fire damage to target and foes adjacent to target.

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Your arrows deal 5...17...20 fire damage and inflict Burning condition (1...2...2 seconds) to foes adjacent to target.


Straight-up buff.


Incendiary Arrows Incendiary Arrows[edit]

Current:[edit]

5 Energy5 Recharge time Elite Bow Attack. Hits 2 foes near your target and inflicts burning (1...3...3 second[s]).

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Elite Preparation. (24 seconds.) Your arrows deal 10...30...35 fire damage and inflict Burning condition (2...5...6 seconds) to target and adjacent foes.


Elite Ignite Arrows.


Kindle Arrows Kindle Arrows[edit]

Current:[edit]

5 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) +3...20...24 fire damage. Your arrows deal fire damage.

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Your arrows deal an additional 5...21...25 fire damage and inflict Burning condition (1...3...4 second[s]).


Straight-up buff.


Melandru's Arrows Melandru's Arrows[edit]

Current:[edit]

5 Energy2 Activation time12 Recharge time Elite Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...21...25 seconds) and deal +8...24...28 damage to enchanted foes.

Proposed:[edit]

15 Energy2 Activation time12 Recharge time Elite Preparation. (24 seconds.) Your arrows inflict Poisoned condition (3...13...15 seconds). They also inflict Bleeding (2...8...10 seconds) if they strike an enchanted foe. They also inflict Crippled condition (0...2...2 second[s]) if they strike a moving foe.


WTF-worthy condipressure. Massive RC heals.


Melandru's Resilience Melandru's Resilience[edit]

Current:[edit]

5 Energy15 Recharge time Elite Stance. (8...18...20 seconds.) You have +4 Health regeneration and +1 Energy regeneration for each condition and hex on you.

Proposed:[edit]

5 Energy4 Recharge time Elite Stance. (3...7...8 seconds.) You move 33% faster and hexes and conditions on you expire 50% faster. End effect: lose a condition and 0...1...1 hex[es].


Beastly RA skill.


Muddy Terrain Muddy Terrain[edit]

Current:[edit]

5 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 Spirit (30...78...90 second lifespan). Creatures in range have 10% slower movement: also negates speed boosts. Does not affect spirits.

Proposed:[edit]

5 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 Spirit (30...78...90 second lifespan). Creatures in range have 10...28...33% slower movement: also negates speed boosts. Creatures knocked down in range are knocked down for an additional second, but take 50% less damage while knocked down. Does not affect spirits.


More pressure but less pressure.


Nature's Renewal Nature's Renewal[edit]

Current:[edit]

5 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). For creatures in range, enchantments and Hexes[sic] take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.

Proposed:[edit]

5 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Whenever an effect ends on a creature in range, the affected creature and the effect's originator gain 2 Energy and all adjacent creatures gain 1 Energy. Does not affect spirits.


Like 100 times less gay. It's kind of like an anti-Equinox: it makes everyone happy.


Pestilence Pestilence[edit]

Current:[edit]

5 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any creature in range dies, conditions on this creature spread to any creature in the area with a condition. Spirits are not affected.

Proposed:[edit]

5 Energy5 Activation time20 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any creature in range drops below 50% Health, conditions on this creature spread to any creature in the area with a condition. Spirits are not affected.


It's the same but better. Warriors Deep Wounding themselves on spikes is where it's at.


Piercing Trap Piercing Trap[edit]

Current:[edit]

10 Energy2 Activation time30 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 5...41...50 piercing damage. Deals 15...51...60 more damage to any foes with Cracked Armor. Easily interrupted.

Proposed:[edit]

10 Energy2 Activation time15 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 3...9...10 piercing damage and inflicts crippled condition (2 seconds) each second (5 seconds). Whenever a foe in Piercing Trap is knocked down, that foe suffers a deep wound (3...7...8 seconds).


If you eat Punishing Shot or Marauder's Shot in this, you deserve everything that happens to you.


Poison Arrow Poison Arrow[edit]

Current:[edit]

5 Energy1 Recharge time Elite Bow Attack. Inflicts Poisoned condition (5...17...20 seconds).

Proposed:[edit]

5 Energy¾ Activation time1 Recharge time Elite Bow Attack. Fast-moving arrow. Inflicts Dazed condition (0...2...2 second[s]) if target foe is not poisoned. Inflicts Poisoned condition (5...17...20 seconds).


Fever Arrow.


Poison Tip Signet Poison Tip Signet[edit]

Current:[edit]

1 Activation time6 Recharge time Signet. (60 seconds.) Inflicts Poisoned condition (8...14...15 seconds) with your next attack.

Proposed:[edit]

1 Activation time3 Recharge time Signet. Your next attack inflicts Dazed condition (0...2...2 seconds) if you strike a non-Poisoned foe and inflicts Poisoned condition (8...14...15 seconds).


Fever Signet.


Quickening Zephyr Quickening Zephyr[edit]

Current:[edit]

25 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.

Proposed:[edit]

25 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills recharge twice as fast for creatures in range. Does not affect spirits.


Is much unchanged.


Quicksand Quicksand[edit]

Current:[edit]

10 Energy5 Activation time30 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill. Does not affect spirits.

Proposed:[edit]

25 Energy5 Activation time30 Recharge time Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures in range lose 1 energy each second while moving. Whenever Quicksand reduces a creature to 0 Energy, that creature is knocked down. Does not affect spirits.


Eats up energy like some kind of energy-eating... thing.


Roaring Winds Roaring Winds[edit]

Current:[edit]

10 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Chants and shouts cost 1...4...5 more Energy for creatures in range.

Proposed:[edit]

10 Energy5 Activation time20 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Projectile attacks made by or against creatures in range have a 50% chance to stray. Shouts and chants used by creatures in range have half the normal range. Does not affect spirits.


Thematic changes. It's more windy and more roarish. On top of that, it's at least a thousand times more useful, since it has a broader niche. The downside, of course, is that it has a decent potential to punish its user (what with their being a ranger and all).


Scavenger's Focus Scavenger's Focus[edit]

Current:[edit]

5 Energy20 Recharge time Elite Skill. (10 seconds). You gain 3...10...12 Energy if you strike a foe who has a condition.

Proposed:[edit]

5 Energy6 Recharge time Elite Skill. (8 seconds). While you are within earshot of a creature with a condition, you move and activate attack skills 33% faster. Whenever you strike a creature suffering from a condition, gain 1...5...6 Energy. Ends if you are not within earshot of a creature with a condition.


Synergy with other ranger skills, thematically fitting, and useful functionality. Also makes a strong secondary prof elite.


Serpent's Quickness Serpent's Quickness[edit]

Current:[edit]

5 Energy45 Recharge time Stance. (15...27...30 seconds.) Your skills recharge 33% faster. Ends if your Health drops below 50%.

Proposed:[edit]

10 Energy12 Recharge time Skill. (1...12...15 second[s].) You move 50% faster and your skills activate and recharge 33% faster. End effect: adjacent foes are Crippled and Poisoned (1...5...6 seconds). No effect unless there is a foe in the area. Ends if you are adjacent to a foe.


The second clause is really just there for thematic appeal and to fit the nomenclature. This skill isn't really about crippling and poisoning things, but about treading the line between "too close" and "too far" for its benefit.


Smoke Trap Smoke Trap[edit]

Current:[edit]

10 Energy2 Activation time20 Recharge time Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions (5...9...10 seconds) to nearby foes. Easily interrupted.

Proposed:[edit]

10 Energy2 Activation time8 Recharge time Elite Trap. (90 seconds.) Affects nearby foes. Deals 10...34...40 earth damage and 10...34...40 fire damage. Inflicts Blind, Burning, and Dazed conditions (2...5...6 seconds). Easily interrupted.


This is really for Assassins, but it's still very usable for normal splits.


Snare Snare[edit]

Current:[edit]

5 Energy2 Activation time20 Recharge time Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition (3...13...15 seconds). Easily interrupted.

Proposed:[edit]

5 Energy2 Activation time12 Recharge time Trap. (90 seconds.) Affects nearby foes. Knocks down crippled foes. Inflicts Crippled condition (3...13...15 seconds). Easily interrupted.


Snare and Tripwire all in one neat, usable package.


Spike Trap Spike Trap[edit]

Current:[edit]

10 Energy2 Activation time20 Recharge time Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals 10...34...40 piercing damage, causes knockdown, and inflicts Crippled condition (3...21...25 seconds). Easily interrupted.

Proposed:[edit]

10 Energy2 Activation time20 Recharge time Trap. (90 seconds.) Affects nearby foes. Each second (3 seconds), Spike Trap deals 10...34...40 Piercing damage, inflicts Crippled condition (5...25...30 seconds), and knocks down crippled foes. Whenever a foe is knocked down in Spike Trap, that foe takes 20...52...60 Piercing damage and suffers a Deep Wound (3...7...8 seconds). Easily interrupted.


This trap will seriously kill you.


Storm Chaser Storm Chaser[edit]

Current:[edit]

10 Energy20 Recharge time Stance. (8...18...20 seconds.) You move 25% faster and gain 1...4...5 Energy whenever you take elemental damage.

Proposed:[edit]

5 Energy8 Recharge time Stance. (1...3...3 seconds.) You move 33% faster and have +40...72...80 armor against elemental damage. Whenever you take elemental damage, you gain 5 energy and this stance is recharged. End effect: lose 0...1...1 Elementalist hex[es].


Rodgort's for 15, ignore Freezing Gust. Shrug off ele abuse on splits like the Ranger you are.


Tranquility Tranquility[edit]

Current:[edit]

15 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (15...51...60 second lifespan). Enchantments expire 20...44...50% faster on creatures in range. Does not affect spirits.

Proposed:[edit]

15 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (15...51...60 second lifespan). Creatures in range cannot be interrupted. Effects on creatures in range expire 50% faster, but cannot be removed prematurely. Does not affect spirits.


Equinox: Lite Edition.


Tripwire Tripwire[edit]

Current:[edit]

10 Energy2 Activation time30 Recharge time Trap. (90 seconds.) Deals 5...17...20 piercing damage to nearby foes. Causes knock-down to Crippled foes. Easily interrupted.

Proposed:[edit]

10 Energy2 Activation time20 Recharge time Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 slashing damage and inflicts Crippled condition (5...21...25 seconds) to moving foes. Foes moving faster than normal take an additional 15...51...60 slashing damage and are knocked down. Easily interrupted.


Bull's Trap. Bonus if the victim is a normal split character!


Troll Unguent Troll Unguent[edit]

Current:[edit]

5 Energy3 Activation time10 Recharge time Skill. (13 seconds.) You have +3...9...10 Health regeneration.

Proposed:[edit]

5 Energy3 Activation time8 Recharge time Touch Skill. (13...23...25 seconds.) Target ally has +3...9...10 Health regeneration.


Powar Creepin'.


Winnowing Winnowing[edit]

Current:[edit]

5 Energy5 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Increases physical damage by +4 for creatures in range. Does not affect spirits.

Proposed:[edit]

15 Energy5 Activation time30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...18...15 second lifespan). Whenever a creature in range uses a skill, that creature steals 3...13...15 Health from all other creatures in the area with less Health than them. Whenever a creature in range dies, all nearby creatures gain 40...104...120 Health. Does not affect spirits.


Punishes mesmers because no one likes them.


Winter Winter[edit]

Current:[edit]

5 Energy3 Activation time60 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Does not affect spirits.

Proposed:[edit]

25 Energy5 Activation time20 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Whenever a creature with less than 33...59...66% Health takes cold damage, that creature loses 1 Energy and is interrupted. Does not affect spirits.


Makes everyone hate everything.